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 Melee Master Arms (v0.02b 2:53 5/8/09 GMT) 
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Joined: Sat Jan 13, 2007 11:04 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
The Decaying Soldat wrote:
The bows can be tuned downed a bit. They are too powerful sometimes, like killing an AAL marine in a few shots.


:oops:

:x

:evil:

Going to upgrade AAL real good this time. Brb.


Thu May 07, 2009 12:09 pm
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Joined: Thu May 15, 2008 11:40 am
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
411570N3 wrote:
The Decaying Soldat wrote:
I didn't noticed you can dual wield them!
Mainly because you can't without editing the files.


Oh...No wonder it didn't work. I can get too excited with things sometimes.

numgun wrote:
:oops:

:x

:evil:

Going to upgrade AAL real good this time. Brb.


Yea, even I can't bear to see my AAL troops losing to a bunch of medievals, too.


Thu May 07, 2009 12:42 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
numgun wrote:
The Decaying Soldat wrote:
The bows can be tuned downed a bit. They are too powerful sometimes, like killing an AAL marine in a few shots.


:oops:

:x

:evil:

Going to upgrade AAL real good this time. Brb.


Nooo it's perfect! :grin:


Thu May 07, 2009 12:52 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
carriontrooper wrote:
Dayum this is cool! But I feel that it strongly lacks something.

HOLY HAND GRENADES!
I'm gonna make one, and maybe with a Black Knight actor to go with it. Wheeee.


"It's just a flesh wound!"

Eh, it isn't that fitting that they have jetpacks.
Jumppacks would be cooler.


Thu May 07, 2009 12:54 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Actually, I think jumping would be most fitting.

However, for balancing issues, a jet pack seems reasonable. You can't tell a melee-only unit to WALK its way to the target while eating bullets like rice.


Thu May 07, 2009 1:20 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
respect man!!! very cool idea ImageImage


Thu May 07, 2009 1:52 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
wooooooaahINSTANT DL


Thu May 07, 2009 2:26 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Nice, I thought you would never release this! Although personally I think the rangers would look better with hoods, but it's ultimately your choice.


Thu May 07, 2009 4:23 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Alright, an entire faction that I can effectively use a flamethrower against.


Thu May 07, 2009 4:30 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
sick!
il dl the intant im home!


Thu May 07, 2009 4:48 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
ITT Bears fighting knights with akimbo assault rifles

Image


Thu May 07, 2009 5:09 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Pure awesome. But we need that Holy Hand Grenade. :P


Also, a horseman would be awesome.


Thu May 07, 2009 5:14 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Horseman = ACrab. But it would then be annoying to attach all the weapons to different actors. And also, forall its epicness, the faces of those knights and rangers are resprited Unitec soldiers. Sometimes not even resprited.


Thu May 07, 2009 5:19 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
Flammablezombie wrote:
Horseman = ACrab. But it would then be annoying to attach all the weapons to different actors. And also, forall its epicness, the faces of those knights and rangers are resprited Unitec soldiers. Sometimes not even resprited.


For horsemen, I don't think it is good to equipt them with infantry weapons. That would make their roles overlap. Give horsemen only spears, pole axes, lances, the more long reaching but slow attacking weapons.

And the faces, well, yea, now I noticed it and it would be nice to see new faces, medieval style.


Thu May 07, 2009 5:32 pm
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Post Re: Melee Master Arms (v0.01 2:27 5/7/09 GMT)
And bows. Don't forget bows.


Thu May 07, 2009 5:34 pm
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